Invictusblade Posted June 15, 2024 Author Posted June 15, 2024 Sorry for the delay, I had been working on Autonomy quite a bit over the last few weeks and then I decided on a break from Fallout 4, I have been playing Stardew Valley and Stranded Alien Dawn (and a bit of Anno 2205) but today I decided to start work on ROF, mainly minor changes changelog I might have fixed some of the persistant overlay issues (but I am not sure, I will have a test tonight) Added Garden of Eden as a requirement (Lighthouse(Old-Gen) or Garden of Eden(old and New Gen)) *so hopefully the mod is next gen supported (I haven't updated Fallout 4 yet) Added PorcTattoo's (and its option in MCM) *I might be changing this On 5/11/2024 at 3:35 AM, georgechalkias said: Do I download those .esp or subbing to those Nexus is good enough? so again sorry for the delay, you need to do both you need to download the assets from Nexus and you 'could' use my ESP's (there is a few different reasons why) *but you don't need to (but the Nexus or LL asset downloads is a hard requirement On 5/13/2024 at 7:41 PM, bahnur said: Hi @Invictusblade is it possible to see all the cbbe preset you used for bodygen, i use TWB and maybe i will do my own template and morph for your mod but if you have the list it will be great it has been a while (I will have a look for them) On 5/22/2024 at 11:45 PM, Jeffey67 said: The last version works great! Using SPiD thank you 1
vaultbait Posted June 15, 2024 Posted June 15, 2024 Tangentially related, but I've noticed male NPCs getting very brightly colored (basically glowing chromatic colors) arm band overlays. Like, a lot. At first I thought I had missing textures for some overlay pack, but eventually I tracked them down to entries in INVB_OverlayFramework_Tattoo_Invictusblade v2.esp.7z. Are those a mistake, or should just uninstall that overlay pack to get rid of them? They really look more like rendering glitches than tattoos (no offense), which is why I was initially confused thinking I had broken something.
evp Posted June 16, 2024 Posted June 16, 2024 yes, yes, yes, yes, please also please tell me how to remove those glowing sleeves and leggings. 😄
deathmorph Posted July 3, 2024 Posted July 3, 2024 I'm using the latest version, tested with Robco and Spell option. Since my companions (seen so far with Heather and Piper) had the same skin characteristics, I tried to do a refresh. However, that doesn't seem to be working, neither a change nor any feedback about it in the game. Any idea how these ugly skin markings come about? I thought at first that it was a coincidence, but are both companions the same? Spoiler
vaultbait Posted July 3, 2024 Posted July 3, 2024 7 hours ago, deathmorph said: I'm using the latest version, tested with Robco and Spell option. Since my companions (seen so far with Heather and Piper) had the same skin characteristics, I tried to do a refresh. However, that doesn't seem to be working, neither a change nor any feedback about it in the game. Any idea how these ugly skin markings come about? I thought at first that it was a coincidence, but are both companions the same? Hide contents Those overlays are bruises, you can reduce the chance of them (even to 0%) if you don't want NPCs to have them. 1
deathmorph Posted July 3, 2024 Posted July 3, 2024 (edited) On 7/3/2024 at 5:07 PM, vaultbait said: Those overlays are bruises, you can reduce the chance of them (even to 0%) if you don't want NPCs to have them. Okay, so it was a coincidence and part of the program. I thought it was a mistake. Thanks for the clarification. Is it normal that the mod doesn't respond when you leave MCM when you use the "Refresh & Array" option? PS @vaultbait Is that the options bruise? Do I get the blue spots away in the current game? I have the feeling that 90 % of all NPCs have only 50 %. Edited July 27, 2024 by deathmorph
Invictusblade Posted August 3, 2024 Author Posted August 3, 2024 On 6/16/2024 at 2:46 AM, vaultbait said: Tangentially related, but I've noticed male NPCs getting very brightly colored (basically glowing chromatic colors) arm band overlays. Like, a lot. At first I thought I had missing textures for some overlay pack, but eventually I tracked them down to entries in INVB_OverlayFramework_Tattoo_Invictusblade v2.esp.7z. Are those a mistake, or should just uninstall that overlay pack to get rid of them? They really look more like rendering glitches than tattoos (no offense), which is why I was initially confused thinking I had broken something. On 6/16/2024 at 12:14 PM, evp said: yes, yes, yes, yes, please also please tell me how to remove those glowing sleeves and leggings. 😄 sorry for the delays, I haven't been playing or modding Fallout 4 for the last two months (or so) I have been taking a break from it (been playing Stardew Valley and Days Gone among others) I will be removing the neon stripes (or make it a option) *it was a stupid idea based on Radiation and tribal tattoos. (it seem like an interesting idea at the time) so I will be making an addon for Fallout London (covering some of the factions) *but I am really early in the mod so I don't know if there is existing tattoos already (it looked like some of the boxers had tattoo's from the trailer) regardless Random Overlay Framework does work with London (but NOT the factions so if you are playing the mod then you need to disable them *unless you installed the boston travel door) I think I had an upcoming version of ROF coming but I completely forgotten about it so I will look into some minor changes. 2
berestow Posted August 3, 2024 Posted August 3, 2024 2 hours ago, Invictusblade said: Random Overlay Framework does work with London (but NOT the factions so if you are playing the mod then you need to disable them *unless you installed the boston travel door) It kinda works example
Invictusblade Posted August 4, 2024 Author Posted August 4, 2024 13 hours ago, berestow said: It kinda works example same, I noticed on one of the NPCs near the start of the game. but I am really early in the mod still, I will have a look at making some unique overlays for the mod. (to fit a more british style)
Invictusblade Posted August 4, 2024 Author Posted August 4, 2024 (edited) Future Plans this is hard to explain and my current plans is to remake the faction settings. (yes I know, it is annoying) so I will be removing the pages for each faction. I will be making four or five preset option pages then for each faction, you can choose one of these presets (as well as something else I have forgotten about (at the moment)) (and I will add more factions to the base options) *as well as space for custom modded factions so hopefully when I get around to making addon packs for mods (it will be a matter of changing the factions and names) (btw I had a quick look at the factions in Fallout London, and it is simply impossible for me to add most of them to the mod without a massive increase to the MCM) these plans may change as I start working on the update. edit-> I might put some of the extra options back into the mod (Acne, Birthmarks, etc) because I am reducing the total number of options. (btw one of the presets will replace the general options and all five presents will be randomly used for general NPCs) *toggled update-> the plans might be expanded, (I need a think about it) Edited August 4, 2024 by Invictusblade 1
Invictusblade Posted August 5, 2024 Author Posted August 5, 2024 update about the update I may have messed it up, I will look into my options (because it kinda went nuts) Too many settings at the moment, I need a proper think about it. 1
vaultbait Posted August 5, 2024 Posted August 5, 2024 7 hours ago, Invictusblade said: update about the update I may have messed it up, I will look into my options (because it kinda went nuts) Too many settings at the moment, I need a proper think about it. Sometimes MCM is a poor choice for configuring mods, in particular when they have a matrix explosion of options. In those situations, I'd recommend adding a separate configuration file to contain the giant lists of advanced options most users are unlikely to care about (as long as you pick sensible defaults), and then only put settings that many users are going to want to adjust often into MCM. 2
Jeffey67 Posted August 6, 2024 Posted August 6, 2024 22 hours ago, vaultbait said: Sometimes MCM is a poor choice for configuring mods, in particular when they have a matrix explosion of options. In those situations, I'd recommend adding a separate configuration file to contain the giant lists of advanced options most users are unlikely to care about (as long as you pick sensible defaults), and then only put settings that many users are going to want to adjust often into MCM. btw good idea 👍
Invictusblade Posted August 6, 2024 Author Posted August 6, 2024 22 hours ago, vaultbait said: Sometimes MCM is a poor choice for configuring mods, in particular when they have a matrix explosion of options. In those situations, I'd recommend adding a separate configuration file to contain the giant lists of advanced options most users are unlikely to care about (as long as you pick sensible defaults), and then only put settings that many users are going to want to adjust often into MCM. yep, which is one of the reasons why I have a separate Faction MCM file. speaking of which, I decided to go back to v2.7 *which I didn't released for some reason. and simply rename the factions/ Managers (in the scripts) to numbers instead (as well as adding a few more factions) *hopefully it will be a bit more successful 1
Dojo_dude Posted August 8, 2024 Posted August 8, 2024 This mod is quite large in terms of variables. Good luck and don't forget coffee! 🫡 1
vaultbait Posted August 9, 2024 Posted August 9, 2024 One thing I've noticed about newer versions of this (I'm using 2.460) is that it doesn't seem to want to add overlays to captives from Commonwealth Captives any longer. I am almost certain it used to, but now it completely ignores them.
neokio Posted August 9, 2024 Posted August 9, 2024 On 1/21/2024 at 7:49 PM, Invictusblade said: yes, I should think about changing the system but most of it is grandfathered in, also the armor version is useful for a certain game idea (mainly if you wanted to purchase tattoos from vendors and use them on yourself) This is incredibly unclear in the description! If I understand correctly: Armor or Quest: Disallow = It'll just work with scripts, no matter what you've installed. Armor or Quest: Allow = It will work with an older armor method, and you have to manually select which overlays you have installed Armor or Quest: Allow (Legacy) = ????? Please help!
Invictusblade Posted August 10, 2024 Author Posted August 10, 2024 12 hours ago, neokio said: This is incredibly unclear in the description! If I understand correctly: Armor or Quest: Disallow = It'll just work with scripts, no matter what you've installed. Armor or Quest: Allow = It will work with an older armor method, and you have to manually select which overlays you have installed Armor or Quest: Allow (Legacy) = ????? Please help! I need to fix that (it was grandfathered in) On 8/9/2024 at 10:12 AM, vaultbait said: One thing I've noticed about newer versions of this (I'm using 2.460) is that it doesn't seem to want to add overlays to captives from Commonwealth Captives any longer. I am almost certain it used to, but now it completely ignores them. I will have a look at this issue because I have been noticing it as well.
Invictusblade Posted August 10, 2024 Author Posted August 10, 2024 so I have been working on the update for ROF and added four more factions to the MCM. but I still haven't gotten into Fallout London yet (I have been playing other games lately, and I haven't been in the mood to play Fallout 4) *but I am still modding it. so here is the current list of London factions (base game -> London) 01 Settler -> Settler / Citizens 02 BoS -> 5th Column 03 CoA -> Camelot 04 Gunner -> Cultist 05 Institute -> Gentry 06 Synth -> Isle of Dog 07 Minutemen -> Jack Tars 08 Raider -> Raiders 09 Railroad -> Miller's Men 10 Captive -> Captives 11 Vault 81 -> Pistols 12 NEW -> Roundels 13 NEW -> Tommies 14 NEW -> Vagabonds 15 NEW -> Druids Let me know if there is no point in having some factions supported (I don't know them yet) *I have been looking at London's ESM and there is a large amount of Factions. (more than is listed above) **I haven't began to design unique overlays for them yet ***part of me is wondering if this is a complete waste of time (and keep with the basic version only)
AWHA2 Posted August 10, 2024 Posted August 10, 2024 7 hours ago, Invictusblade said: so I have been working on the update for ROF and added four more factions to the MCM. but I still haven't gotten into Fallout London yet (I have been playing other games lately, and I haven't been in the mood to play Fallout 4) *but I am still modding it. so here is the current list of London factions (base game -> London) 01 Settler -> Settler / Citizens 02 BoS -> 5th Column 03 CoA -> Camelot 04 Gunner -> Cultist 05 Institute -> Gentry 06 Synth -> Isle of Dog 07 Minutemen -> Jack Tars 08 Raider -> Raiders 09 Railroad -> Miller's Men 10 Captive -> Captives 11 Vault 81 -> Pistols 12 NEW -> Roundels 13 NEW -> Tommies 14 NEW -> Vagabonds 15 NEW -> Druids Let me know if there is no point in having some factions supported (I don't know them yet) *I have been looking at London's ESM and there is a large amount of Factions. (more than is listed above) **I haven't began to design unique overlays for them yet ***part of me is wondering if this is a complete waste of time (and keep with the basic version only) If you are using Robco patcher or some other patcher that can be configured with a .json file, maybe it's best to leave the faction choices up to the user? I don't know if this is possible but I think the core of ROF should be the reliable and performance friendly application of overlays using some kind of ruleset. There is really no need to put every customization option into the MCM.
vaultbait Posted August 10, 2024 Posted August 10, 2024 2 hours ago, AWHA2 said: If you are using Robco patcher or some other patcher that can be configured with a .json file, maybe it's best to leave the faction choices up to the user? I don't know if this is possible but I think the core of ROF should be the reliable and performance friendly application of overlays using some kind of ruleset. There is really no need to put every customization option into the MCM. Yeah, that was basically what I was suggesting with using separate config files for the matrix explosion of advanced faction settings. I'm not sure how you'd use RobCo patcher for setting values in globals though, I don't see any obvious option for that. It can patch ActorValues but that would be really inefficient. Where it really excels is adding arbitrary forms to leveled lists or formlists, and I do leverage it for that in my own mods. But a bespoke configuration file format could certainly be used for globals or quest variables/properties with a little help from one of the Papyrus extenders that supports reading from text files. Another (hopefully brief) problem with relying on RobCo patcher right now is that it still only works with FO4 1.10.163/F4SE 0.6.23. The author has stated that it will get updated, but provided no real timeframe for that yet. 1
AWHA2 Posted August 10, 2024 Posted August 10, 2024 21 minutes ago, vaultbait said: Yeah, that was basically what I was suggesting with using separate config files for the matrix explosion of advanced faction settings. I'm not sure how you'd use RobCo patcher for setting values in globals though, I don't see any obvious option for that. It can patch ActorValues but that would be really inefficient. Where it really excels is adding arbitrary forms to leveled lists or formlists, and I do leverage it for that in my own mods. But a bespoke configuration file format could certainly be used for globals or quest variables/properties with a little help from one of the Papyrus extenders that supports reading from text files. Another (hopefully brief) problem with relying on RobCo patcher right now is that it still only works with FO4 1.10.163/F4SE 0.6.23. The author has stated that it will get updated, but provided no real timeframe for that yet. Yes that's the idea. I think SPID is working for both oldgen and nextgen so it may be a better choice. For reference I think this mod does the mass customization of NPCs in a performance friendly manner while giving users the ability to customize just about everything (note it's for Skyrim):
Invictusblade Posted August 11, 2024 Author Posted August 11, 2024 12 hours ago, AWHA2 said: If you are using Robco patcher or some other patcher that can be configured with a .json file, maybe it's best to leave the faction choices up to the user? I don't know if this is possible but I think the core of ROF should be the reliable and performance friendly application of overlays using some kind of ruleset. There is really no need to put every customization option into the MCM. 9 hours ago, vaultbait said: Yeah, that was basically what I was suggesting with using separate config files for the matrix explosion of advanced faction settings. I'm not sure how you'd use RobCo patcher for setting values in globals though, I don't see any obvious option for that. It can patch ActorValues but that would be really inefficient. Where it really excels is adding arbitrary forms to leveled lists or formlists, and I do leverage it for that in my own mods. But a bespoke configuration file format could certainly be used for globals or quest variables/properties with a little help from one of the Papyrus extenders that supports reading from text files. Another (hopefully brief) problem with relying on RobCo patcher right now is that it still only works with FO4 1.10.163/F4SE 0.6.23. The author has stated that it will get updated, but provided no real timeframe for that yet. 9 hours ago, AWHA2 said: Yes that's the idea. I think SPID is working for both oldgen and nextgen so it may be a better choice. For reference I think this mod does the mass customization of NPCs in a performance friendly manner while giving users the ability to customize just about everything (note it's for Skyrim): so there is a couple of things 1. While I do not use them often, I do like the idea of controlling the overlays of factions, such as keep BoS clean and shaven with minimal tattoos (except BoS Tattoos) while having Raiders being filthy and riddled with sores and tattoos. 2. while having a external config file would be more efficient for MCM purposes (not needing to have over a hundred settings) *but most players will not be able to edit them. 3. so about Robco vs SPID. each have pros or cons. which is one of the reasons why I have both supported. Robco can be used on dead NPCs (which I need for the Dead Body Fixer (which I assume is still required for nextgen (I haven't played it yet))) *one of the things, I have added a while ago to the upcoming version, is a third party option to switch between Gardens of Eden and Lighthouse
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